To the casual observer of the Inner Sea region, Benedetto is a young man, a lanky 5'11, with a pale (mauve?) complexion and long, straight, black hair. He has a keen eye, and seems capable of listening more than he speaks, which his superiors and employers appreciate.
To a more discerning eye, Benedetto's rural accent and habitual gestures make obvious his origins in the farmlands far to the east, and his recent arrival here in Nirmathas. He moves comfortably in armor, but he's looking for trouble, not for easy marks.
And a careful observer, schooled in occult lore, would notice his red-rimmed fingernails, colorless irises, and the extra vertebra in his neck, and would realize that the months are few before he'll no longer have to go looking for trouble.
Benedetto was born and raised near Kronquist, a remote village in the Usalav. His older brother, Jametto, joined the forces of Lastwall as a ranger, has done well, and has become one of the heroes of the village. Benedetto was considering following in Janetto's footsteps.
And then the changes started.
Benedetto was always quick in school, and good at preparing debate arguments. Last year, during a discussion about observation versus truth, his mind snapped into a sudden focus, and he was briefly able to see through an elaborate string of deceptions and half-truths. In more urbane settings, his emerging psychic powers would be cause for, if not celebration, then a focussed study. In Absalom, he might have found training as a psion.
In Ursalav, it meant that he would turn purple and grow a mess of face-tentacles before his 19th birthday. And that would make life inconvenient for Jametto, who would have to make a decision about his family bonds and his work with the guardians in Lastwall.
So Benedetto kissed his folks goodbye, while he still had lips to do it, and left home for the big city of Vellumis. There, his cousin Renaal pulled some strings and got Benedetto some training to develop as an Ardent, his psychic powers deriving from his dedication to universal principles. Benedetto was soon serving as a guardsman for noble houses in the area.
Which turned out to be awkward, because the paladins in Vellumis aren't stupid, and Benedetto has "that look" about him, the one that says 'Look out, world, I'm going to start chewing on your lobes any time now.'
So when a position for a bodyguard opened up in the consulate of Nirmathas, Benedetto was on the first caravan to Korvosa.
The Great City. The center of civilization. Everything in the world, for sale. And everybody, too busy smiling at his Orcish accent and new-to-Varisia naivete to give him more than a dismissive glance. As it turns out, the consulate is occupying most of Benedetto's time waiting around for bodyguard work with the local guilds. Which, as it also turns out, doesn't pay. This lull has given Benedetto time to look around, and see if there's any other work to be had.
Neutral Medium humanoid (human)
Init +1; Senses Perception +13
Languages Common, Orc, Undercommon
AC 18, touch 11, flat-footed 17
hit points 48 (6 HD)
Displacement (immediate action, expends focus)
Fort 3 Ref 3 Will 12, +2 saves vs spells, spell-like abilites, or psionics
Speed 30 ft (6 squares)
Melee scythe +5, (2d4+2, x4)
Ranged sling +5 (1d4+1)
Base Atk +3; Grp +7
Powers clairvoyant sense, cloud mind, damp power, deaden blow, mind thrust, psionic charm
Special Actions By expending his focus, Benedetto can take any damage done to an ally within 10', or he can add +5 to any d20 rol
Combat Gear Chain shirt +1, Amulet of Natural Armor+1 , Cloak of Resistance +1, scythe +1, sling with 30 bullets
Power Points / Day 43; Mantles Deception, Guardian, Mental Power, Fate
Feats Illithid Heritage, Inquisitor (expend focus to gain +10 to Sense Motive against a Bluff), Illithid Skin, Illithid Grapple
Skills Heal +13, Intimidate +9, Knowledge (history) +9; Knowledge (nature) +10, Knowledge (psionics) +7; Profession (bodyguard) +11, Psicraft +11, Perception +13
Possessions djore of Sensitivity to Psychic Impressions, Gloves of Object Reading, Headband of Inspired Wisdom +2, shard (+7 to Intimidate), potion of Glibness, ID papers, backpack, rope, 6' pole with hook and hooded lantern, rations for two weeks, 5 flasks of oil, 3 flasks of alchemist's fire, 1 thunderstone